1/* 2 * Mesa 3-D graphics library 3 * 4 * Copyright (C) 1999-2007 Brian Paul All Rights Reserved. 5 * 6 * Permission is hereby granted, free of charge, to any person obtaining a 7 * copy of this software and associated documentation files (the "Software"), 8 * to deal in the Software without restriction, including without limitation 9 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 10 * and/or sell copies of the Software, and to permit persons to whom the 11 * Software is furnished to do so, subject to the following conditions: 12 * 13 * The above copyright notice and this permission notice shall be included 14 * in all copies or substantial portions of the Software. 15 * 16 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 17 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 18 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 19 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR 20 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, 21 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR 22 * OTHER DEALINGS IN THE SOFTWARE. 23 */ 24 25 26/** 27 * \file rastpos.c 28 * Raster position operations. 29 */ 30 31#include "glheader.h" 32#include "context.h" 33#include "feedback.h" 34#include "macros.h" 35#include "mtypes.h" 36#include "rastpos.h" 37#include "state.h" 38#include "main/dispatch.h" 39#include "main/viewport.h" 40#include "util/bitscan.h" 41 42 43 44/** 45 * Clip a point against the view volume. 46 * 47 * \param v vertex vector describing the point to clip. 48 * 49 * \return zero if outside view volume, or one if inside. 50 */ 51static GLuint 52viewclip_point_xy( const GLfloat v[] ) 53{ 54 if ( v[0] > v[3] || v[0] < -v[3] 55 || v[1] > v[3] || v[1] < -v[3] ) { 56 return 0; 57 } 58 else { 59 return 1; 60 } 61} 62 63 64/** 65 * Clip a point against the far/near Z clipping planes. 66 * 67 * \param v vertex vector describing the point to clip. 68 * 69 * \return zero if outside view volume, or one if inside. 70 */ 71static GLuint 72viewclip_point_z( const GLfloat v[] ) 73{ 74 if (v[2] > v[3] || v[2] < -v[3] ) { 75 return 0; 76 } 77 else { 78 return 1; 79 } 80} 81 82 83/** 84 * Clip a point against the user clipping planes. 85 * 86 * \param ctx GL context. 87 * \param v vertex vector describing the point to clip. 88 * 89 * \return zero if the point was clipped, or one otherwise. 90 */ 91static GLuint 92userclip_point( struct gl_context *ctx, const GLfloat v[] ) 93{ 94 GLbitfield mask = ctx->Transform.ClipPlanesEnabled; 95 while (mask) { 96 const int p = u_bit_scan(&mask); 97 GLfloat dot = v[0] * ctx->Transform._ClipUserPlane[p][0] 98 + v[1] * ctx->Transform._ClipUserPlane[p][1] 99 + v[2] * ctx->Transform._ClipUserPlane[p][2] 100 + v[3] * ctx->Transform._ClipUserPlane[p][3]; 101 102 if (dot < 0.0F) { 103 return 0; 104 } 105 } 106 107 return 1; 108} 109 110 111/** 112 * Compute lighting for the raster position. RGB modes computed. 113 * \param ctx the context 114 * \param vertex vertex location 115 * \param normal normal vector 116 * \param Rcolor returned color 117 * \param Rspec returned specular color (if separate specular enabled) 118 */ 119static void 120shade_rastpos(struct gl_context *ctx, 121 const GLfloat vertex[4], 122 const GLfloat normal[3], 123 GLfloat Rcolor[4], 124 GLfloat Rspec[4]) 125{ 126 /*const*/ GLfloat (*base)[3] = ctx->Light._BaseColor; 127 GLbitfield mask; 128 GLfloat diffuseColor[4], specularColor[4]; /* for RGB mode only */ 129 130 COPY_3V(diffuseColor, base[0]); 131 diffuseColor[3] = CLAMP( 132 ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_DIFFUSE][3], 0.0F, 1.0F ); 133 ASSIGN_4V(specularColor, 0.0, 0.0, 0.0, 1.0); 134 135 mask = ctx->Light._EnabledLights; 136 while (mask) { 137 const int i = u_bit_scan(&mask); 138 struct gl_light *light = &ctx->Light.Light[i]; 139 GLfloat attenuation = 1.0; 140 GLfloat VP[3]; /* vector from vertex to light pos */ 141 GLfloat n_dot_VP; 142 GLfloat diffuseContrib[3], specularContrib[3]; 143 144 if (!(light->_Flags & LIGHT_POSITIONAL)) { 145 /* light at infinity */ 146 COPY_3V(VP, light->_VP_inf_norm); 147 attenuation = light->_VP_inf_spot_attenuation; 148 } 149 else { 150 /* local/positional light */ 151 GLfloat d; 152 153 /* VP = vector from vertex pos to light[i].pos */ 154 SUB_3V(VP, light->_Position, vertex); 155 /* d = length(VP) */ 156 d = (GLfloat) LEN_3FV( VP ); 157 if (d > 1.0e-6F) { 158 /* normalize VP */ 159 GLfloat invd = 1.0F / d; 160 SELF_SCALE_SCALAR_3V(VP, invd); 161 } 162 163 /* atti */ 164 attenuation = 1.0F / (light->ConstantAttenuation + d * 165 (light->LinearAttenuation + d * 166 light->QuadraticAttenuation)); 167 168 if (light->_Flags & LIGHT_SPOT) { 169 GLfloat PV_dot_dir = - DOT3(VP, light->_NormSpotDirection); 170 171 if (PV_dot_dir<light->_CosCutoff) { 172 continue; 173 } 174 else { 175 GLfloat spot = powf(PV_dot_dir, light->SpotExponent); 176 attenuation *= spot; 177 } 178 } 179 } 180 181 if (attenuation < 1e-3F) 182 continue; 183 184 n_dot_VP = DOT3( normal, VP ); 185 186 if (n_dot_VP < 0.0F) { 187 ACC_SCALE_SCALAR_3V(diffuseColor, attenuation, light->_MatAmbient[0]); 188 continue; 189 } 190 191 /* Ambient + diffuse */ 192 COPY_3V(diffuseContrib, light->_MatAmbient[0]); 193 ACC_SCALE_SCALAR_3V(diffuseContrib, n_dot_VP, light->_MatDiffuse[0]); 194 195 /* Specular */ 196 { 197 const GLfloat *h; 198 GLfloat n_dot_h; 199 200 ASSIGN_3V(specularContrib, 0.0, 0.0, 0.0); 201 202 if (ctx->Light.Model.LocalViewer) { 203 GLfloat v[3]; 204 COPY_3V(v, vertex); 205 NORMALIZE_3FV(v); 206 SUB_3V(VP, VP, v); 207 NORMALIZE_3FV(VP); 208 h = VP; 209 } 210 else if (light->_Flags & LIGHT_POSITIONAL) { 211 ACC_3V(VP, ctx->_EyeZDir); 212 NORMALIZE_3FV(VP); 213 h = VP; 214 } 215 else { 216 h = light->_h_inf_norm; 217 } 218 219 n_dot_h = DOT3(normal, h); 220 221 if (n_dot_h > 0.0F) { 222 GLfloat shine; 223 GLfloat spec_coef; 224 225 shine = ctx->Light.Material.Attrib[MAT_ATTRIB_FRONT_SHININESS][0]; 226 spec_coef = powf(n_dot_h, shine); 227 228 if (spec_coef > 1.0e-10F) { 229 if (ctx->Light.Model.ColorControl==GL_SEPARATE_SPECULAR_COLOR) { 230 ACC_SCALE_SCALAR_3V( specularContrib, spec_coef, 231 light->_MatSpecular[0]); 232 } 233 else { 234 ACC_SCALE_SCALAR_3V( diffuseContrib, spec_coef, 235 light->_MatSpecular[0]); 236 } 237 } 238 } 239 } 240 241 ACC_SCALE_SCALAR_3V( diffuseColor, attenuation, diffuseContrib ); 242 ACC_SCALE_SCALAR_3V( specularColor, attenuation, specularContrib ); 243 } 244 245 Rcolor[0] = CLAMP(diffuseColor[0], 0.0F, 1.0F); 246 Rcolor[1] = CLAMP(diffuseColor[1], 0.0F, 1.0F); 247 Rcolor[2] = CLAMP(diffuseColor[2], 0.0F, 1.0F); 248 Rcolor[3] = CLAMP(diffuseColor[3], 0.0F, 1.0F); 249 Rspec[0] = CLAMP(specularColor[0], 0.0F, 1.0F); 250 Rspec[1] = CLAMP(specularColor[1], 0.0F, 1.0F); 251 Rspec[2] = CLAMP(specularColor[2], 0.0F, 1.0F); 252 Rspec[3] = CLAMP(specularColor[3], 0.0F, 1.0F); 253} 254 255 256/** 257 * Do texgen needed for glRasterPos. 258 * \param ctx rendering context 259 * \param vObj object-space vertex coordinate 260 * \param vEye eye-space vertex coordinate 261 * \param normal vertex normal 262 * \param unit texture unit number 263 * \param texcoord incoming texcoord and resulting texcoord 264 */ 265static void 266compute_texgen(struct gl_context *ctx, const GLfloat vObj[4], const GLfloat vEye[4], 267 const GLfloat normal[3], GLuint unit, GLfloat texcoord[4]) 268{ 269 const struct gl_texture_unit *texUnit = &ctx->Texture.Unit[unit]; 270 271 /* always compute sphere map terms, just in case */ 272 GLfloat u[3], two_nu, rx, ry, rz, m, mInv; 273 COPY_3V(u, vEye); 274 NORMALIZE_3FV(u); 275 two_nu = 2.0F * DOT3(normal, u); 276 rx = u[0] - normal[0] * two_nu; 277 ry = u[1] - normal[1] * two_nu; 278 rz = u[2] - normal[2] * two_nu; 279 m = rx * rx + ry * ry + (rz + 1.0F) * (rz + 1.0F); 280 if (m > 0.0F) 281 mInv = 0.5F * (1.0f / sqrtf(m)); 282 else 283 mInv = 0.0F; 284 285 if (texUnit->TexGenEnabled & S_BIT) { 286 switch (texUnit->GenS.Mode) { 287 case GL_OBJECT_LINEAR: 288 texcoord[0] = DOT4(vObj, texUnit->GenS.ObjectPlane); 289 break; 290 case GL_EYE_LINEAR: 291 texcoord[0] = DOT4(vEye, texUnit->GenS.EyePlane); 292 break; 293 case GL_SPHERE_MAP: 294 texcoord[0] = rx * mInv + 0.5F; 295 break; 296 case GL_REFLECTION_MAP: 297 texcoord[0] = rx; 298 break; 299 case GL_NORMAL_MAP: 300 texcoord[0] = normal[0]; 301 break; 302 default: 303 _mesa_problem(ctx, "Bad S texgen in compute_texgen()"); 304 return; 305 } 306 } 307 308 if (texUnit->TexGenEnabled & T_BIT) { 309 switch (texUnit->GenT.Mode) { 310 case GL_OBJECT_LINEAR: 311 texcoord[1] = DOT4(vObj, texUnit->GenT.ObjectPlane); 312 break; 313 case GL_EYE_LINEAR: 314 texcoord[1] = DOT4(vEye, texUnit->GenT.EyePlane); 315 break; 316 case GL_SPHERE_MAP: 317 texcoord[1] = ry * mInv + 0.5F; 318 break; 319 case GL_REFLECTION_MAP: 320 texcoord[1] = ry; 321 break; 322 case GL_NORMAL_MAP: 323 texcoord[1] = normal[1]; 324 break; 325 default: 326 _mesa_problem(ctx, "Bad T texgen in compute_texgen()"); 327 return; 328 } 329 } 330 331 if (texUnit->TexGenEnabled & R_BIT) { 332 switch (texUnit->GenR.Mode) { 333 case GL_OBJECT_LINEAR: 334 texcoord[2] = DOT4(vObj, texUnit->GenR.ObjectPlane); 335 break; 336 case GL_EYE_LINEAR: 337 texcoord[2] = DOT4(vEye, texUnit->GenR.EyePlane); 338 break; 339 case GL_REFLECTION_MAP: 340 texcoord[2] = rz; 341 break; 342 case GL_NORMAL_MAP: 343 texcoord[2] = normal[2]; 344 break; 345 default: 346 _mesa_problem(ctx, "Bad R texgen in compute_texgen()"); 347 return; 348 } 349 } 350 351 if (texUnit->TexGenEnabled & Q_BIT) { 352 switch (texUnit->GenQ.Mode) { 353 case GL_OBJECT_LINEAR: 354 texcoord[3] = DOT4(vObj, texUnit->GenQ.ObjectPlane); 355 break; 356 case GL_EYE_LINEAR: 357 texcoord[3] = DOT4(vEye, texUnit->GenQ.EyePlane); 358 break; 359 default: 360 _mesa_problem(ctx, "Bad Q texgen in compute_texgen()"); 361 return; 362 } 363 } 364} 365 366 367/** 368 * glRasterPos transformation. Typically called via ctx->Driver.RasterPos(). 369 * 370 * \param vObj vertex position in object space 371 */ 372void 373_mesa_RasterPos(struct gl_context *ctx, const GLfloat vObj[4]) 374{ 375 if (ctx->VertexProgram._Enabled) { 376 /* XXX implement this */ 377 _mesa_problem(ctx, "Vertex programs not implemented for glRasterPos"); 378 return; 379 } 380 else { 381 GLfloat eye[4], clip[4], ndc[3], d; 382 GLfloat *norm, eyenorm[3]; 383 GLfloat *objnorm = ctx->Current.Attrib[VERT_ATTRIB_NORMAL]; 384 float scale[3], translate[3]; 385 386 /* apply modelview matrix: eye = MV * obj */ 387 TRANSFORM_POINT( eye, ctx->ModelviewMatrixStack.Top->m, vObj ); 388 /* apply projection matrix: clip = Proj * eye */ 389 TRANSFORM_POINT( clip, ctx->ProjectionMatrixStack.Top->m, eye ); 390 391 /* clip to view volume. */ 392 if (!ctx->Transform.DepthClamp) { 393 if (viewclip_point_z(clip) == 0) { 394 ctx->Current.RasterPosValid = GL_FALSE; 395 return; 396 } 397 } 398 if (!ctx->Transform.RasterPositionUnclipped) { 399 if (viewclip_point_xy(clip) == 0) { 400 ctx->Current.RasterPosValid = GL_FALSE; 401 return; 402 } 403 } 404 405 /* clip to user clipping planes */ 406 if (ctx->Transform.ClipPlanesEnabled && !userclip_point(ctx, clip)) { 407 ctx->Current.RasterPosValid = GL_FALSE; 408 return; 409 } 410 411 /* ndc = clip / W */ 412 d = (clip[3] == 0.0F) ? 1.0F : 1.0F / clip[3]; 413 ndc[0] = clip[0] * d; 414 ndc[1] = clip[1] * d; 415 ndc[2] = clip[2] * d; 416 /* wincoord = viewport_mapping(ndc) */ 417 _mesa_get_viewport_xform(ctx, 0, scale, translate); 418 ctx->Current.RasterPos[0] = ndc[0] * scale[0] + translate[0]; 419 ctx->Current.RasterPos[1] = ndc[1] * scale[1] + translate[1]; 420 ctx->Current.RasterPos[2] = ndc[2] * scale[2] + translate[2]; 421 ctx->Current.RasterPos[3] = clip[3]; 422 423 if (ctx->Transform.DepthClamp) { 424 ctx->Current.RasterPos[3] = CLAMP(ctx->Current.RasterPos[3], 425 ctx->ViewportArray[0].Near, 426 ctx->ViewportArray[0].Far); 427 } 428 429 /* compute raster distance */ 430 if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT) 431 ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; 432 else 433 ctx->Current.RasterDistance = 434 sqrtf( eye[0]*eye[0] + eye[1]*eye[1] + eye[2]*eye[2] ); 435 436 /* compute transformed normal vector (for lighting or texgen) */ 437 if (ctx->_NeedEyeCoords) { 438 const GLfloat *inv = ctx->ModelviewMatrixStack.Top->inv; 439 TRANSFORM_NORMAL( eyenorm, objnorm, inv ); 440 norm = eyenorm; 441 } 442 else { 443 norm = objnorm; 444 } 445 446 /* update raster color */ 447 if (ctx->Light.Enabled) { 448 /* lighting */ 449 shade_rastpos( ctx, vObj, norm, 450 ctx->Current.RasterColor, 451 ctx->Current.RasterSecondaryColor ); 452 } 453 else { 454 /* use current color */ 455 COPY_4FV(ctx->Current.RasterColor, 456 ctx->Current.Attrib[VERT_ATTRIB_COLOR0]); 457 COPY_4FV(ctx->Current.RasterSecondaryColor, 458 ctx->Current.Attrib[VERT_ATTRIB_COLOR1]); 459 } 460 461 /* texture coords */ 462 { 463 GLuint u; 464 for (u = 0; u < ctx->Const.MaxTextureCoordUnits; u++) { 465 GLfloat tc[4]; 466 COPY_4V(tc, ctx->Current.Attrib[VERT_ATTRIB_TEX0 + u]); 467 if (ctx->Texture.Unit[u].TexGenEnabled) { 468 compute_texgen(ctx, vObj, eye, norm, u, tc); 469 } 470 TRANSFORM_POINT(ctx->Current.RasterTexCoords[u], 471 ctx->TextureMatrixStack[u].Top->m, tc); 472 } 473 } 474 475 ctx->Current.RasterPosValid = GL_TRUE; 476 } 477 478 if (ctx->RenderMode == GL_SELECT) { 479 _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] ); 480 } 481} 482 483 484/** 485 * Helper function for all the RasterPos functions. 486 */ 487static void 488rasterpos(GLfloat x, GLfloat y, GLfloat z, GLfloat w) 489{ 490 GET_CURRENT_CONTEXT(ctx); 491 GLfloat p[4]; 492 493 p[0] = x; 494 p[1] = y; 495 p[2] = z; 496 p[3] = w; 497 498 FLUSH_VERTICES(ctx, 0); 499 FLUSH_CURRENT(ctx, 0); 500 501 if (ctx->NewState) 502 _mesa_update_state( ctx ); 503 504 ctx->Driver.RasterPos(ctx, p); 505} 506 507 508void GLAPIENTRY 509_mesa_RasterPos2d(GLdouble x, GLdouble y) 510{ 511 rasterpos((GLfloat)x, (GLfloat)y, (GLfloat)0.0, (GLfloat)1.0); 512} 513 514void GLAPIENTRY 515_mesa_RasterPos2f(GLfloat x, GLfloat y) 516{ 517 rasterpos(x, y, 0.0F, 1.0F); 518} 519 520void GLAPIENTRY 521_mesa_RasterPos2i(GLint x, GLint y) 522{ 523 rasterpos((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); 524} 525 526void GLAPIENTRY 527_mesa_RasterPos2s(GLshort x, GLshort y) 528{ 529 rasterpos(x, y, 0.0F, 1.0F); 530} 531 532void GLAPIENTRY 533_mesa_RasterPos3d(GLdouble x, GLdouble y, GLdouble z) 534{ 535 rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); 536} 537 538void GLAPIENTRY 539_mesa_RasterPos3f(GLfloat x, GLfloat y, GLfloat z) 540{ 541 rasterpos(x, y, z, 1.0F); 542} 543 544void GLAPIENTRY 545_mesa_RasterPos3i(GLint x, GLint y, GLint z) 546{ 547 rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); 548} 549 550void GLAPIENTRY 551_mesa_RasterPos3s(GLshort x, GLshort y, GLshort z) 552{ 553 rasterpos(x, y, z, 1.0F); 554} 555 556void GLAPIENTRY 557_mesa_RasterPos4d(GLdouble x, GLdouble y, GLdouble z, GLdouble w) 558{ 559 rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); 560} 561 562void GLAPIENTRY 563_mesa_RasterPos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) 564{ 565 rasterpos(x, y, z, w); 566} 567 568void GLAPIENTRY 569_mesa_RasterPos4i(GLint x, GLint y, GLint z, GLint w) 570{ 571 rasterpos((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); 572} 573 574void GLAPIENTRY 575_mesa_RasterPos4s(GLshort x, GLshort y, GLshort z, GLshort w) 576{ 577 rasterpos(x, y, z, w); 578} 579 580void GLAPIENTRY 581_mesa_RasterPos2dv(const GLdouble *v) 582{ 583 rasterpos((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); 584} 585 586void GLAPIENTRY 587_mesa_RasterPos2fv(const GLfloat *v) 588{ 589 rasterpos(v[0], v[1], 0.0F, 1.0F); 590} 591 592void GLAPIENTRY 593_mesa_RasterPos2iv(const GLint *v) 594{ 595 rasterpos((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); 596} 597 598void GLAPIENTRY 599_mesa_RasterPos2sv(const GLshort *v) 600{ 601 rasterpos(v[0], v[1], 0.0F, 1.0F); 602} 603 604void GLAPIENTRY 605_mesa_RasterPos3dv(const GLdouble *v) 606{ 607 rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); 608} 609 610void GLAPIENTRY 611_mesa_RasterPos3fv(const GLfloat *v) 612{ 613 rasterpos(v[0], v[1], v[2], 1.0F); 614} 615 616void GLAPIENTRY 617_mesa_RasterPos3iv(const GLint *v) 618{ 619 rasterpos((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); 620} 621 622void GLAPIENTRY 623_mesa_RasterPos3sv(const GLshort *v) 624{ 625 rasterpos(v[0], v[1], v[2], 1.0F); 626} 627 628void GLAPIENTRY 629_mesa_RasterPos4dv(const GLdouble *v) 630{ 631 rasterpos((GLfloat) v[0], (GLfloat) v[1], 632 (GLfloat) v[2], (GLfloat) v[3]); 633} 634 635void GLAPIENTRY 636_mesa_RasterPos4fv(const GLfloat *v) 637{ 638 rasterpos(v[0], v[1], v[2], v[3]); 639} 640 641void GLAPIENTRY 642_mesa_RasterPos4iv(const GLint *v) 643{ 644 rasterpos((GLfloat) v[0], (GLfloat) v[1], 645 (GLfloat) v[2], (GLfloat) v[3]); 646} 647 648void GLAPIENTRY 649_mesa_RasterPos4sv(const GLshort *v) 650{ 651 rasterpos(v[0], v[1], v[2], v[3]); 652} 653 654 655/**********************************************************************/ 656/*** GL_ARB_window_pos / GL_MESA_window_pos ***/ 657/**********************************************************************/ 658 659 660/** 661 * All glWindowPosMESA and glWindowPosARB commands call this function to 662 * update the current raster position. 663 */ 664static void 665window_pos3f(GLfloat x, GLfloat y, GLfloat z) 666{ 667 GET_CURRENT_CONTEXT(ctx); 668 GLfloat z2; 669 670 FLUSH_VERTICES(ctx, 0); 671 FLUSH_CURRENT(ctx, 0); 672 673 z2 = CLAMP(z, 0.0F, 1.0F) 674 * (ctx->ViewportArray[0].Far - ctx->ViewportArray[0].Near) 675 + ctx->ViewportArray[0].Near; 676 677 /* set raster position */ 678 ctx->Current.RasterPos[0] = x; 679 ctx->Current.RasterPos[1] = y; 680 ctx->Current.RasterPos[2] = z2; 681 ctx->Current.RasterPos[3] = 1.0F; 682 683 ctx->Current.RasterPosValid = GL_TRUE; 684 685 if (ctx->Fog.FogCoordinateSource == GL_FOG_COORDINATE_EXT) 686 ctx->Current.RasterDistance = ctx->Current.Attrib[VERT_ATTRIB_FOG][0]; 687 else 688 ctx->Current.RasterDistance = 0.0; 689 690 /* raster color = current color or index */ 691 ctx->Current.RasterColor[0] 692 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][0], 0.0F, 1.0F); 693 ctx->Current.RasterColor[1] 694 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][1], 0.0F, 1.0F); 695 ctx->Current.RasterColor[2] 696 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][2], 0.0F, 1.0F); 697 ctx->Current.RasterColor[3] 698 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR0][3], 0.0F, 1.0F); 699 ctx->Current.RasterSecondaryColor[0] 700 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][0], 0.0F, 1.0F); 701 ctx->Current.RasterSecondaryColor[1] 702 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][1], 0.0F, 1.0F); 703 ctx->Current.RasterSecondaryColor[2] 704 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][2], 0.0F, 1.0F); 705 ctx->Current.RasterSecondaryColor[3] 706 = CLAMP(ctx->Current.Attrib[VERT_ATTRIB_COLOR1][3], 0.0F, 1.0F); 707 708 /* raster texcoord = current texcoord */ 709 { 710 GLuint texSet; 711 for (texSet = 0; texSet < ctx->Const.MaxTextureCoordUnits; texSet++) { 712 assert(texSet < ARRAY_SIZE(ctx->Current.RasterTexCoords)); 713 COPY_4FV( ctx->Current.RasterTexCoords[texSet], 714 ctx->Current.Attrib[VERT_ATTRIB_TEX0 + texSet] ); 715 } 716 } 717 718 if (ctx->RenderMode==GL_SELECT) { 719 _mesa_update_hitflag( ctx, ctx->Current.RasterPos[2] ); 720 } 721} 722 723 724/* This is just to support the GL_MESA_window_pos version */ 725static void 726window_pos4f(GLfloat x, GLfloat y, GLfloat z, GLfloat w) 727{ 728 GET_CURRENT_CONTEXT(ctx); 729 window_pos3f(x, y, z); 730 ctx->Current.RasterPos[3] = w; 731} 732 733 734void GLAPIENTRY 735_mesa_WindowPos2d(GLdouble x, GLdouble y) 736{ 737 window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); 738} 739 740void GLAPIENTRY 741_mesa_WindowPos2f(GLfloat x, GLfloat y) 742{ 743 window_pos4f(x, y, 0.0F, 1.0F); 744} 745 746void GLAPIENTRY 747_mesa_WindowPos2i(GLint x, GLint y) 748{ 749 window_pos4f((GLfloat) x, (GLfloat) y, 0.0F, 1.0F); 750} 751 752void GLAPIENTRY 753_mesa_WindowPos2s(GLshort x, GLshort y) 754{ 755 window_pos4f(x, y, 0.0F, 1.0F); 756} 757 758void GLAPIENTRY 759_mesa_WindowPos3d(GLdouble x, GLdouble y, GLdouble z) 760{ 761 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); 762} 763 764void GLAPIENTRY 765_mesa_WindowPos3f(GLfloat x, GLfloat y, GLfloat z) 766{ 767 window_pos4f(x, y, z, 1.0F); 768} 769 770void GLAPIENTRY 771_mesa_WindowPos3i(GLint x, GLint y, GLint z) 772{ 773 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, 1.0F); 774} 775 776void GLAPIENTRY 777_mesa_WindowPos3s(GLshort x, GLshort y, GLshort z) 778{ 779 window_pos4f(x, y, z, 1.0F); 780} 781 782void GLAPIENTRY 783_mesa_WindowPos4dMESA(GLdouble x, GLdouble y, GLdouble z, GLdouble w) 784{ 785 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); 786} 787 788void GLAPIENTRY 789_mesa_WindowPos4fMESA(GLfloat x, GLfloat y, GLfloat z, GLfloat w) 790{ 791 window_pos4f(x, y, z, w); 792} 793 794void GLAPIENTRY 795_mesa_WindowPos4iMESA(GLint x, GLint y, GLint z, GLint w) 796{ 797 window_pos4f((GLfloat) x, (GLfloat) y, (GLfloat) z, (GLfloat) w); 798} 799 800void GLAPIENTRY 801_mesa_WindowPos4sMESA(GLshort x, GLshort y, GLshort z, GLshort w) 802{ 803 window_pos4f(x, y, z, w); 804} 805 806void GLAPIENTRY 807_mesa_WindowPos2dv(const GLdouble *v) 808{ 809 window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); 810} 811 812void GLAPIENTRY 813_mesa_WindowPos2fv(const GLfloat *v) 814{ 815 window_pos4f(v[0], v[1], 0.0F, 1.0F); 816} 817 818void GLAPIENTRY 819_mesa_WindowPos2iv(const GLint *v) 820{ 821 window_pos4f((GLfloat) v[0], (GLfloat) v[1], 0.0F, 1.0F); 822} 823 824void GLAPIENTRY 825_mesa_WindowPos2sv(const GLshort *v) 826{ 827 window_pos4f(v[0], v[1], 0.0F, 1.0F); 828} 829 830void GLAPIENTRY 831_mesa_WindowPos3dv(const GLdouble *v) 832{ 833 window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); 834} 835 836void GLAPIENTRY 837_mesa_WindowPos3fv(const GLfloat *v) 838{ 839 window_pos4f(v[0], v[1], v[2], 1.0); 840} 841 842void GLAPIENTRY 843_mesa_WindowPos3iv(const GLint *v) 844{ 845 window_pos4f((GLfloat) v[0], (GLfloat) v[1], (GLfloat) v[2], 1.0F); 846} 847 848void GLAPIENTRY 849_mesa_WindowPos3sv(const GLshort *v) 850{ 851 window_pos4f(v[0], v[1], v[2], 1.0F); 852} 853 854void GLAPIENTRY 855_mesa_WindowPos4dvMESA(const GLdouble *v) 856{ 857 window_pos4f((GLfloat) v[0], (GLfloat) v[1], 858 (GLfloat) v[2], (GLfloat) v[3]); 859} 860 861void GLAPIENTRY 862_mesa_WindowPos4fvMESA(const GLfloat *v) 863{ 864 window_pos4f(v[0], v[1], v[2], v[3]); 865} 866 867void GLAPIENTRY 868_mesa_WindowPos4ivMESA(const GLint *v) 869{ 870 window_pos4f((GLfloat) v[0], (GLfloat) v[1], 871 (GLfloat) v[2], (GLfloat) v[3]); 872} 873 874void GLAPIENTRY 875_mesa_WindowPos4svMESA(const GLshort *v) 876{ 877 window_pos4f(v[0], v[1], v[2], v[3]); 878} 879 880 881#if 0 882 883/* 884 * OpenGL implementation of glWindowPos*MESA() 885 */ 886void glWindowPos4fMESA( GLfloat x, GLfloat y, GLfloat z, GLfloat w ) 887{ 888 GLfloat fx, fy; 889 890 /* Push current matrix mode and viewport attributes */ 891 glPushAttrib( GL_TRANSFORM_BIT | GL_VIEWPORT_BIT ); 892 893 /* Setup projection parameters */ 894 glMatrixMode( GL_PROJECTION ); 895 glPushMatrix(); 896 glLoadIdentity(); 897 glMatrixMode( GL_MODELVIEW ); 898 glPushMatrix(); 899 glLoadIdentity(); 900 901 glDepthRange( z, z ); 902 glViewport( (int) x - 1, (int) y - 1, 2, 2 ); 903 904 /* set the raster (window) position */ 905 fx = x - (int) x; 906 fy = y - (int) y; 907 glRasterPos4f( fx, fy, 0.0, w ); 908 909 /* restore matrices, viewport and matrix mode */ 910 glPopMatrix(); 911 glMatrixMode( GL_PROJECTION ); 912 glPopMatrix(); 913 914 glPopAttrib(); 915} 916 917#endif 918 919 920/**********************************************************************/ 921/** \name Initialization */ 922/**********************************************************************/ 923/*@{*/ 924 925/** 926 * Initialize the context current raster position information. 927 * 928 * \param ctx GL context. 929 * 930 * Initialize the current raster position information in 931 * __struct gl_contextRec::Current, and adds the extension entry points to the 932 * dispatcher. 933 */ 934void _mesa_init_rastpos( struct gl_context * ctx ) 935{ 936 unsigned i; 937 938 ASSIGN_4V( ctx->Current.RasterPos, 0.0, 0.0, 0.0, 1.0 ); 939 ctx->Current.RasterDistance = 0.0; 940 ASSIGN_4V( ctx->Current.RasterColor, 1.0, 1.0, 1.0, 1.0 ); 941 ASSIGN_4V( ctx->Current.RasterSecondaryColor, 0.0, 0.0, 0.0, 1.0 ); 942 for (i = 0; i < ARRAY_SIZE(ctx->Current.RasterTexCoords); i++) 943 ASSIGN_4V( ctx->Current.RasterTexCoords[i], 0.0, 0.0, 0.0, 1.0 ); 944 ctx->Current.RasterPosValid = GL_TRUE; 945} 946 947/*@}*/ 948